Presentation is loading. Please wait.

Presentation is loading. Please wait.

Business and Computing Deanery 3D Modelling Week 4 Materials.

Similar presentations


Presentation on theme: "Business and Computing Deanery 3D Modelling Week 4 Materials."— Presentation transcript:

1 Business and Computing Deanery 3D Modelling Week 4 Materials

2 3D Modelling 2 Aims of today Discuss your assessments Presentation Portfolio Materials Why materials Working with materials in 3ds max Shaders and rendering Surface properties Applying maps Bitmaps Procedural Libraries Exporting materials

3 3D Modelling 3 Your portfolio Create a series of non-trivial and novel 3D applications Build upon concepts taught in the tutorials Submission of paper screenshots Submission of electronic version On the disc you are expected to provide: Webpages with critical reflection and links to your models Your models Copy of your presentation

4 3D Modelling 4 Portfolio 4 An interactive model of an object, added to your room. The subject of this object will be given to you in class. Marks will only be awarded for elements identified by you in your documentation and that go beyond the scope of the tutorials used in the teaching session. You choose one from: A BBC Micro computer http://en.wikipedia.org/wi ki/Bbc_micro A trading starship, a Cobra Mark III, from the game Elite http://en.wikipedia.org/wi ki/Elite_(computer_game) A room or building from the Hope campus

5 3D Modelling 5 Materials - a context… To model furniture how would you apply material to an object to model: A shinny metal chair? Wood surface on a chest of drawers? Marble vase? A glass table top? A tumbler with blackcurrant squash?

6 3D Modelling 6 …and more To display a wooden bowl, full of oranges? A video recorder? A stone fireplace? A metal light fitting, with the light turned on? A TV? A plastic chair? A magazine?

7 3D Modelling 7 Concepts Consider modelling a brick wall Can you think of three ways to do it? Which would look best?

8 3D Modelling 8 Using materials in 3ds max Use the library that comes with the software Or make you own Simple material Using a material texture Use a map Apply sections or in particular ways

9 3D Modelling 9 Materials Materials are like paint With materials, you make apples red and oranges orange You put the shine in chrome and the polish on glass Materials are what make your scenes look real

10 3D Modelling 10 Materials and light Light is reflected from the surfaces of your model Consider how the light and materials will interact Will it reflect its surroundings? Will it be bumpy or smooth? Old, clean or dirty?

11 3D Modelling 11 Material editor Materials Defined Created Applied Sample shots Parameters Shaders Maps 3ds max v7

12 3D Modelling 12 Standard materials You can create an unlimited number of materials The most important part of the material is the shader A mathematical formula that defines the way that a surface is affected by light You choose a shader according to the surface you hope to create

13 3D Modelling 13 Rendering The computer “paints” the result of calculation onto the screen as an image Takes into account the geometry of the model, but also Colours Textures Light position, intensity, colour The viewport is a preview, you need to render the scene to see the materials properly

14 3D Modelling 14 Shaders and rendering For standard materials, a shader is an algorithm that tells your software how to calculate surface rendering Each shader has a unique set of characteristics in order to serve a particular purpose

15 3D Modelling 15 Maps and the Standard Material Think of the Standard Material as an easel The shader is the surface type Canvas, paper, metal Maps are the paintbrushes Use them to add colour and texture

16 3D Modelling 16 Rendering modes Wireframe – most basic Flat render – single colour in the middle of the polygon Gourand or smooth renderer – smoothly blended object surfaces Phong Blinn Ray tracing – special type Reflections Radiosity Takes longer to render as it attempts to physically model a surface

17 3D Modelling 17 3ds types of shaders Seven shaders used with a standard material Anisotropic: For surfaces with elliptical, "anisotropic" highlights. These highlights are good for modeling hair, glass, or brushed metal. Blinn: For rounder, softer highlights than Phong shading Metal: For metallic surfaces Multi-Layer: For surfaces with more complex highlights than Anisotropic Oren-Nayar-Blinn: For matte surfaces such as fabric or terra- cotta Phong: For surfaces with strong, circular highlights Strauss: For metallic and nonmetallic surfaces. The Strauss shader has a simpler interface than other shaders. Translucent: Similar to Blinn shading, the Translucent shader also lets you specify translucency, where light is scattered as it passes through the material.

18 3D Modelling 18 Phong Smoothes the edges between faces and renders highlights realistically for shiny, regular surfaces Interpolates intensities across a face based on the averaged face normals of adjacent faces. Calculates the normal for every pixel of the face. 3ds max v7

19 3D Modelling 19 Blinn shading Blinn shading is a subtle variation on Phong shading The most noticeable difference is that highlights appear rounder 3ds max v7

20 3D Modelling 20 Ray tracing Each pixel is calculated In 3ds max it uses mental ray renderer Generate reflections and refractions Ray tracing traces the path of rays sampled from the light source Reflections and refractions generated this way are physically accurate 3ds max v7

21 3D Modelling 21 Reflections and Radiosity Ray-tracing algorithm takes into account reflections and radiosity 3ds max v7

22 3D Modelling 22 Surface attributes Basic material settings Colour Shininess Transparency

23 3D Modelling 23 Standard colour components 1. Specular The colour of shiny highlights 2. Diffuse The colour of the object in direct, "good" lighting 3. Ambient colour The colour of the object in shadow Some shaders generate the specular colour, rather than letting you choose it. 3ds max v7

24 3D Modelling 24 Colour Hue Frequency of the light coming form the object Saturation How concentrated the colour is Value Lightness or darkness of a colour Additive colour model RGB 3ds max v7

25 3D Modelling 25 Shininess Overall reflective nature of the object Specularity Intensity of the highlight Glossiness The size of the specular highlight Top sphere: Glossiness=100; Specular Level=100 Left sphere: Glossiness=50; Specular Level=50 Right sphere: Glossiness=0; Specular Level=0 3ds max v7

26 3D Modelling 26 Anisotropic highlights The Anisotropic shader creates surfaces with elliptical highlights Good for modelling hair, glass, or brushed metal 3ds max v7

27 3D Modelling 27 Activity Use a box to create a tray or table top Create a 2 x 3 array of spheres on the top Save to use again Create 6 different materials and apply them to your spheres Polished steel, brushed aluminium, red dull plastic, red shiny plastic………….

28 3D Modelling 28 Transparency Transparency and opacity are opposites 3ds max v7

29 3D Modelling 29 Translucency and refraction A translucent material transmits light, but unlike a transparent material, it also scatters the light so those objects behind the material cannot be seen clearly Simulate frosted and etched glass 3ds max v7

30 3D Modelling 30 Glow Appears to be lit from inside 3ds max v7

31 3D Modelling 31 Activity Reopen your saved file Make a partially transparent glowing material Use the translucent shader Select self-illumination

32 3D Modelling 32 Materials and maps Materials describe how an object reflects or transmits light Within a material, maps can simulate textures, applied designs, reflections, refractions, and other effects 3ds max v7

33 3D Modelling 33 2D maps 2D Maps are two-dimensional images mapped onto the surface of geometric objects or used as environment maps to create a background for the scene Bitmaps can be used as 2D maps Other kinds of 2D maps are generated procedurally

34 3D Modelling 34 Diffuse map An image is used as a diffuse map Applied to the surface of the object Overrides the base colour Wood grain Texture of fruit Marble 3ds max v7

35 3D Modelling 35 Procedural maps Derived from mathematical equations Simple or complex Do not degrade when you zoom into them They are 3D Marble material goes through an object as if it were solid 3ds max v7

36 3D Modelling 36 Mapping textures Mapping is a method of projecting pictorial information onto surfaces It is a lot like wrapping a present with wrapping paper 3ds max v7

37 3D Modelling 37 Why use bitmaps? Stick a logo on something Making street scenes or urban landscapes Use with billboard Used with avatars The map is generated by a graphic artist Use with care in real-time modelling Why?

38 3D Modelling 38 Tiling Repetition of an image over a large area Use less memory Can look too uniform Can get join patterns 3ds max v7

39 3D Modelling 39 Face mapping Ignores any mapping coordinates Conforms the image to the faces Select the desired face Apply the image

40 3D Modelling 40 Bump map Bump mapping makes an object appear to have a bumpy or irregular surface Manipulates the object’s normals Does not affect the object’s mesh 3ds max v7

41 3D Modelling 41 Mapping coordinates Use x, y z coodinates 3ds max v7

42 3D Modelling 42 UVW co-ordinates Most material maps are a 2D plane assigned to a 3D surface. The coordinate system used to describe the placement and transformation of maps Mapping coordinates use the letters U, V, and W The three letters preceding X, Y, and Z in the alphabet.

43 3D Modelling 43 Activity Add a procedural map to your scene Wood Marble Change the colours and grain Add a bitmap to a material in your scene

44 3D Modelling 44 Material libraries Materials used in a model are saved in the max file The software comes with libraries of materials Create your own materials Which can then be saved to a library for use on another project Make a library from a particular scene

45 3D Modelling 45 Special libraries Ray trace Attempts to physically model a surface instead of simulating it Form of rendering that calculates rays of light Supports advanced transparency parameters such as fog Architectural Actual physical properties Use with photometric lights to model real-life objects

46 3D Modelling 46 Activity Use the material library to add the following: Clear glass Earth Clouds Mirror

47 3D Modelling 47 Animated textures Use an animation or video A model of a TV May loop Think about transitions

48 3D Modelling 48 Environments You can use an image as a background Rendering>Environment s 3ds max v7

49 3D Modelling 49 Bitmaps for exported models Exported files do not always take colours or textures with them Bitmaps can be better, but you need to collect them With 3ds max use Utilities > More… > Bitmap/Photometric Paths > Path Editor > Edit Resources

50 3D Modelling 50 Activity Export your model as VRML Collect all the maps into a ‘maps’ folder

51 3D Modelling 51 Covered today Why materials Working with materials in 3ds max Shaders and rendering Surface properties Applying maps Bitmaps Procedural

52 3D Modelling 52 Self assessment To model furniture how would you apply material to create Shinny metal Wood surface Marble A glass table top A tumbler with blackcurrant squash

53 3D Modelling 53 Self assessment …and more To display a wooden bowl, full of oranges A video recorder A stone fireplace A metal light fitting, with the light turned on A TV A plastic chair A magazine

54 3D Modelling 54 References Giambruno M, (2002) 3D Graphics & Animation, 2nd Edition, New Riders, ISBN: 0-7357-1243-3 Kerlow I. V., (2003) The Art of 3-D Computer Animation and Effects, 3rd Edition, John Wiley & Sons Inc; ISBN: 0471430366 Murdock K. L., 3ds max7 Bible, Wiley Publishing; ISBN: 0-7645-7971-1 Screen shots taken from 3ds max 7 User Reference and tutorials Discreet, 3ds max6 fundamentals courseware, Autodesk; ISBN 1-56444-976-9


Download ppt "Business and Computing Deanery 3D Modelling Week 4 Materials."

Similar presentations


Ads by Google